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Wow, great piece of info! I've actually been moaning to myself about how there *wasn't* a ql equivalent to cvarsearch

By the way (I'll post this here on the off chance) I'm working on a detailed description and explanation for FX scripting in wc (mostly relevant to q3mme too), but I'm missing info on a few things, as CaNaBiS never documented it (quote: "documenting is boring"), and brugal just documented what he added.

How does perpendicular <input vector> [output vector] work, you can't just make a perpendicular vector in 3d space! Perhaps it's made perpendicular, and rotated randomly around <input vector> ? Just put your thumb up, index finger out and middle finger left like the right hand rule and you'll see what I mean.

What precisely does angle (used when drawing a quad, I know angle 45 will draw 4 quads or something) do? and I think they're unrelated, but angles and parentangles ?

I can't seem to get alphafade or colorfade to do anything.

I'm sure that the gravity part of movebounce <float gravity> <float bounce factor> doesn't do anything.

The way that shaderlist selects shaders seems to be bugged (i.e. shaderlist rand doesn't choose each equally often.

Also pop and pushparent, something like "take the value of this variable from the parent"? :>

I know, he truly is the master \o/ I'll leave him a message on youtube (which appears to still be active) and hope for the best. The benefit to 'the community' here could be huge o.o Do you know how he learnt it all? Obviously a lot of time spent, but perhaps he knew CaNaBiS well?

I know, he truly is the master \o/ I'll leave him a message on youtube (which appears to still be active) and hope for the best. The benefit to 'the community' here could be huge o.o Do you know how he learnt it all? Obviously a lot of time spent, but perhaps he knew CaNaBiS well?

/end fx subthread (for now)

I'm pretty sure a lot of the older moviemakers/experienced MME users were around from the early days of the mod, so they would have had a lot of time to learn, and would have known him better than anyone can now, since he's basically gone forever.

On another note, if you know C, you can read through either the MME or Wolfcam source, since they're both available.

campgroundsintel has new textures in, which I assume are contained in the latest pakXX.pk3 file rather than in the map.pk3 file itself, not sure why they do that but meh. Just copy over the missing pakXX.pk3 file from quakelive to wolfcam's baseq3 and it should work.

campgroundsintel has new textures in, which I assume are contained in the latest pakXX.pk3 file rather than in the map.pk3 file itself, not sure why they do that but meh. Just copy over the missing pakXX.pk3 file from quakelive to wolfcam's baseq3 and it should work.

They do it because not every texture/shader on that map is completely new. A lot of them are from cityy's other CTF map, Fluorescent.